Skulls and Shackles GM'ing tips?


Advice

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What's up gamers, I'm relatively new to this GM stuff, so I could use a little advice for the game I'm going to be running specifically, rather than Skulls and Shackles as a whole (I've read through a few advice threads already, both on the Forums and on Reddit, but I mostly skimmed em cuz that's just how it is in this b*%@* of a world).

The first thing I need to point out is aside from my party's Swashbuckler, all of my players are completely new to TTRPG, so bear that in mind. Secondly, I'm the type of GM who's willing to bend/overlook certain rules if it means the players will enjoy their experience more- and I really don't want to kill off PCs unless it's completely unavoidable!

Without further ado, the party consists of:
Musetouched Aasimar Swashbuckler (Dashing Thief/Noble Fencer)
Half Orc Shifter (Weretouched with Shark focus)
Half Elf Magus (Bladebound)
Human Sorcerer (Harrowed Bloodline)

I think I need some tips for the latter three players (first one's fine, he's been playing PF as long as I have, and has played as an Android Bard in Iron Gods and a Human Paladin in Carrion Crown- he's relieved to be away from all the magic for once!) so he's hunky dory.

A general question first- how do I make this party not die in a fire immediately? The lack of healer looks very ominous to me, and I haven't been able to convince any of them to play other classes, because they all have fantastic concepts already.

Secondly, for the Half Orc Shifter- there's a big question on my mind. The player really likes the concept of "Buff Undine", and only switched to Half Orc when I told them that Undine have -2 strength. However, they're very invested in Undine Culture and behaviour, and was wondering if the Human Parentage of this Half Orc could be swapped for Undine. In story, I don't see why not- Undines are simply humans with ancestry from the Plane of Water- but mechanically, how would you mash this out? Also, how exactly would the weretouched archetype work for a shark? The wording on the PFSRD is a little confusing ^^;

Thirdly, the Magus is Intent on playing a Magus, even though I warned them how difficult it would be for a first time player- they're in love with the concept. They're toying with the idea of being a Half Drow, which I'm all aboard for. However, my big question is for clarification on how the Bladebound Archetype works out. Does the sword suddenly wake up at Level 4? Which of us should play the sword? How does it work in general? Again, confusion- it's probably on the SRD, but I'm really bad at reading long paragraphs with heavy words like on the wiki. On top of that, what kind of build would be best for them, considering we have a dex player in the Swashbuckler, a Strength player in the Shifter and an Arcane Caster in the Sorcerer?

Fourthly, the Sorcerer- mostly fairly even, and I like the idea of a Harrow Card reader being a pirate. Are there any archetypes worth looking at that fit a Pirate campaign? Should I give them a Harrow Card deck, and if so, when should I do it? I suppose just clarification as to how Harrowing works outside of how it did in Carrion Crown would be super useful for me.

Last question- after reading all of this, are there any outstanding things I've forgotten? Things I need to look back at? Things I should change about Skulls and Shackles in general to make it as fun/dramatic as possible? Links, personal experience, and just ways to improve this game for my players in general are super welcome- especially ways to make their characters specifically linked to the story, and plot hooks you could suggest I consider to give each of them their own little character arc- or at least, places I could read up on HOW to give them character arcs!
Thank you so much for reading, and sorry if I broke any rules with this- still getting used to the forums!


Derry wrote:
Thank you so much for reading, and sorry if I broke any rules with this- still getting used to the forums!

There is a whole sub-forum for each Adventure Path where GMs can discuss things without fear of spoilers. It would be good to have any discussions specific to the AP story there

However most of your questions are really specific to the AP so you are good to go here. As for discussions related to "characters linked to story and plot hooks", those belong in the Skulls and Shackles boards below as they are likely filled with spoiler-y things.

As for

No cleric wrote:
A general question first- how do I make this party not die in a fire immediately? The lack of healer looks very ominous to me

There are a lot of strategies here...

- Extra potions as loot
- Easy access to healers in towns lessens the burden
- NPC healer that travels with them (maybe an Waves Oracle that stays on the ship)

The group strategy here without a healer is going to have to be to kill things quickly.

I would recommend not babying them through it though. Let them figure it out or realize the pain of not have a healer. That doesn't mean TPK necessarily though.

No Magus wrote:
What to do about Magus and 1st time player

As for the Magus issue

As this is a first time player, you can do a few things

- Learn the Magus very, very well yourself so you can guide the player with patience
- Play through 1 or 2 made-up combats before you actually start for real


first bit of advice I have of Skull & Shackles is don't run book 1 and 2, instead run the Plunder & Peril module, leading into S&S book 3. P&P starts at level 4, helping your low HP issue. P&P jumps into the action a lot faster, and I feel level 3-4 is actually a much better sweet spot for first time players than level 1.

for more info about altering P&P to be run as S&S this is a great thread.

for your Undine Half-Orc, conciser using Variant Multiclassing or Eldritch Heritage to give them the Aquatic Bloodline, for Undine flavor. Consider changing to a Human for the bonus feat. Exotic Heritage can be used to access the Seaborn Bloodline.

Haven't played with Shifter yet, so I'm not sure how it would work, but here are some links to Lycanthropes and Weresharks

With the Magus, yes the Sword "wakes up," how is up to you and your group. Generally with Companions the GM handles the character interaction and the player controls them in combat. No idea for build as I don't know what your Magus wants to do.

Refer to the Harrow Handbook for into on Harrow readings. There are also a bunch of combat options in that handbook.


Scull and Shackles has an NPC cleric that likely ends up as an ally. In our game she stayed with the group (and was the NPC in charge of the ship when the party all went on away missions) and she could certainly provide 'next day' condition removal for the PCs.

None of your PCs can use wands of CLW, but two can use wands of infernal healing, which can be pretty good out of combat healing as long as they have a few minutes between fights. With that, some potions, and planning they certainly can be successful. Personally I prefer to have any group I am with play at least one campaign without a dedicated healer so they can learn that you don't need a mobile first aid station which lets clerics etc actually be played to their potential in other campaigns.

Mechanically, a Half-Orc with a parent who was an undine is just a half-orc. You could if you wanted find/develop an alternate racial trait of some sort to add more aquatic feel. Giving a +2 to swim instead of +2 to intimidate would work as an example.

As for the blackblade, there are several possible ways it could get to the character (at 3rd, not 4th.) It could just appear. It could be found and sort of 'call out' to the magus or it could be a regular blade that the magus already had that suddenly reveals its true nature or becomes 'possessed' by a 'blade spirit' that transforms it. Whatever flaver best fits your story, and/or the player prefers should work. Probably none of you should 'play the sword' any more than one of you would play a familiar or a paladins mount. It is technically an NPC, so if you need to have it speak you always can, but for the most part it is better to treat it as a class feature, not a different character.

Your sorcerer might look at the seeker archetype. It isn't a bad trade, and other thing your group doesn't have is a way to deal with magical traps. Sorcerers tend to have a hard time finding enough skill points though.

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